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<blockquote data-quote="!DWolf" data-source="post: 8102794" data-attributes="member: 7026314"><p>I actually use something similar to your wilderness procedure for running one of my non-crawl exploration games! It’s a prewritten island adventure that I modified to use the procedure. A couple of things I did different was that one of the features of the adventure were monster-lairs that were placed around the island. I kept them and when I roll a random encounter I check to see if there is a monster lair nearby and if so they encounter the monster - if they kill it then I cross off the lair and that part of the island becomes a little safer for them to travel through (since I treat lair encounter rolls on the encounter table as nothing). The original adventure set it up so the lairs are basically clustered by type and since I heavily foreshadow, this had the (unintended) effect of making the characters very cautious when traveling through certain regions - like the feeling of dread is palpable. Just wish I could figure out how to replicate the effect in an actual horror scenario (well to be fair it is supposed to be a haunted and cursed island - so it is on theme). </p><p></p><p></p><p></p><p>I always wanted to run an old school mega dungeon like this. Couldn’t get interested players though.</p><p></p><p></p><p></p><p>Now that you mention it, my players tend to all sort of split off and work on different tasks. I think they learned it from my 1e kingmaker campaign where I routinely force the characters to handle crises on opposite sides of the kingdom in the same turn and so the characters routinely split up (I gave everyone the leadership feat for free to facilitate this).</p><p></p><p></p><p></p><p>Excellent article. I read the Alexandrian mostly back when I was running Chronicles of Darkness games (three clue rule, node based scenario design). Should probably go read his other stuff as well.</p><p></p><p></p><p></p><p>I agree <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I can see the appeal. It gives you sort of street level view of life in the city. I kind of want to try it, though I would probably not actually run an urban crawl per se but rather a city based narrative adventure with urban crawl trappings - sort of like kingmaker but for a city.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8102794, member: 7026314"] I actually use something similar to your wilderness procedure for running one of my non-crawl exploration games! It’s a prewritten island adventure that I modified to use the procedure. A couple of things I did different was that one of the features of the adventure were monster-lairs that were placed around the island. I kept them and when I roll a random encounter I check to see if there is a monster lair nearby and if so they encounter the monster - if they kill it then I cross off the lair and that part of the island becomes a little safer for them to travel through (since I treat lair encounter rolls on the encounter table as nothing). The original adventure set it up so the lairs are basically clustered by type and since I heavily foreshadow, this had the (unintended) effect of making the characters very cautious when traveling through certain regions - like the feeling of dread is palpable. Just wish I could figure out how to replicate the effect in an actual horror scenario (well to be fair it is supposed to be a haunted and cursed island - so it is on theme). I always wanted to run an old school mega dungeon like this. Couldn’t get interested players though. Now that you mention it, my players tend to all sort of split off and work on different tasks. I think they learned it from my 1e kingmaker campaign where I routinely force the characters to handle crises on opposite sides of the kingdom in the same turn and so the characters routinely split up (I gave everyone the leadership feat for free to facilitate this). Excellent article. I read the Alexandrian mostly back when I was running Chronicles of Darkness games (three clue rule, node based scenario design). Should probably go read his other stuff as well. I agree :) :) I can see the appeal. It gives you sort of street level view of life in the city. I kind of want to try it, though I would probably not actually run an urban crawl per se but rather a city based narrative adventure with urban crawl trappings - sort of like kingmaker but for a city. [/QUOTE]
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